else {
n += 3;
}
+
+ /* The ES and desktop GL specs diverge here.
+ *
+ * In desktop OpenGL, the driver can perform online compression of
+ * uncompressed texture data. GL_NUM_COMPRESSED_TEXTURE_FORMATS and
+ * GL_COMPRESSED_TEXTURE_FORMATS give the application a list of
+ * formats that it could ask the driver to compress with some
+ * expectation of quality. The GL_ARB_texture_compression spec
+ * calls this "suitable for general-purpose usage." As noted
+ * above, this means GL_COMPRESSED_RGBA_S3TC_DXT1_EXT is not
+ * included in the list.
+ *
+ * In OpenGL ES, the driver never performs compression.
+ * GL_NUM_COMPRESSED_TEXTURE_FORMATS and
+ * GL_COMPRESSED_TEXTURE_FORMATS give the application a list of
+ * formats that the driver can receive from the application. It
+ * is the *complete* list of formats. The
+ * GL_EXT_texture_compression_s3tc spec says:
+ *
+ * "New State for OpenGL ES 2.0.25 and 3.0.2 Specifications
+ *
+ * The queries for NUM_COMPRESSED_TEXTURE_FORMATS and
+ * COMPRESSED_TEXTURE_FORMATS include
+ * COMPRESSED_RGB_S3TC_DXT1_EXT,
+ * COMPRESSED_RGBA_S3TC_DXT1_EXT,
+ * COMPRESSED_RGBA_S3TC_DXT3_EXT, and
+ * COMPRESSED_RGBA_S3TC_DXT5_EXT."
+ *
+ * Note that the addition is only to the OpenGL ES specification!
+ */
+ if (_mesa_is_gles(ctx)) {
+ if (formats) {
+ formats[n++] = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
+ } else {
+ n += 1;
+ }
+ }
}
/* The GL_OES_compressed_ETC1_RGB8_texture spec says: